The Gunkatana Story

The first ever code for Gunkatana was written in April 2014, for an event in the London Game Space.

It really became Gunkatana as it is now as soon as CrazyArcadia, our artist and game designer, joined.

His visuals sparked the vision that holds true today: a really fun cyberpunk party game, fast paced and drenched in fake blood.

I worked on it during my free time, until eventually – it took over all of my time. After 3 years at Plumbee doing social casino games, having worked on their Mobile slots app, the Facebook version, and their Bingo facebook game, while all the time managing iOS, Android and Facebook releases and AWS deployments (and an on-call schedule), I needed to see Gunkatana through!

Starting on October 2015 until May 2016, I was dedicated full time to Gunkatana. We launched our Kickstarter April 2016.

We had a good amount of opening press, but unfortunately couldn’t muster the attention during the KS.

I led a team of five people across Europe during that time. We collaborated with Joonas Turner of Nuclear Throne’s fame to make the sound effects for the game, something I’m still so proud of.

We faced a number of technical and motivational challenges.

  • Implementation and balancing of different combat moves – where game design meets programming and heavy playtesting.
  • OUR GOAL: an easy to pick up game that you become better at as you play – its hard to balance between all feedback received, from people who aren’t used to twitch games to experts wanting even more control
  • Level Editor with heavy use of custom inspectors, Scriptable Objects and Resource Loading.
  • Custom Inspectors for Rail, Wall parts allow selection of different Rail directions, different wall colors, adding more connected rail parts next to them, stretching and aligning wall parts (complex prefab objects)
  • Sound management via a series of custom scriptable objects, allowing sounds to be selected, pitch shift applied (via code), pools of sounds for specific events via Unity Editor
  •  3D and 2D sounds
  • Level Editing within Unity via custom Inspectors
  • AI implementation with A* algorithm
  • Asynchronous resource loading and optimization
  • Input handling and player management
  • Mixing Unity2D, Unity UI and 2DToolkit
  • Showcasing the game to audiences at various events, explaining the game again and again to eager players

Since October 2016 I’m back at Plumbee, now GSN London, and since April 2017, just in time for the 3 years since Gunkatana’s inception, I’ve started working on it again on my free time.

It will be released!